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#include "../commons/defines.sh" #include "../commons/uniforms.sh" #include "../commons/varyings.

sh" void main() { #ifdef BLUR_1D // Blurred texture lookup // IMG: apply texcoord offsets in the vertex shader vec3 blur = texture2D(BASEMAP, V_BlurTexCoord[0]).rgb * 0.0588235; blur += texture2D(BASEMAP, V_BlurTexCoord[1]).rgb * 0.2352 941; blur += texture2D(BASEMAP, V_BlurTexCoord[2]).rgb * 0.4117 647; blur += texture2D(BASEMAP, V_BlurTexCoord[3]).rgb * 0.2352 941; blur += texture2D(BASEMAP, V_BlurTexCoord[4]).rgb * 0.0588 235; vec4 color = vec4(blur, 1); #else #ifdef DISABLE_TEXTURE #ifdef ENABLE_VERTEXCOLOR vec4 color = V_VertexColor; #else vec4 color = DIFFUSEC; #endif #else vec4 color = texture2D( BASEMAP, V_TexCoord0 ); #endif #endif #ifdef ENABLE_ALPHA_MASK color.a *= texture2D( BASEMAP1, V_TexCoord1 ).a; #endif #ifdef ENABLE_ALPHA_FACTOR color *= ALPHA_FACTOR; #endif gl_FragColor = color; }

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